Hazards now has 3 settings: On, Off, and Random. When set to On, stages will only create a specific hazard. When set to random, it will create any hazard. Default is On.

Visual updates to Southern Ruins stage.

Changed the beginning of the falling animation.

Updates:

Visual updates to Monastery stage.

Visual updates to Southern Ruins stage.

Changed the beginning of the falling animation.

Updated NWjs to 23.7.

Changes:

Breakable platforms are now on the same layer as foreground elements, and are affected by lighting. A side effect of this is that foreground elements can now be destroyed by explosions, and are scorched around the explosion area. This also reduces overall memory requirements.

Existing projectiles are now destroyed when a round/match resets instead of when it ends.

Fixes:

Cannonballs and other bouncing projectiles were bouncing off the collision boxes of destroyed barrerls.

Muzzle flash wasn’t showing. Fixed and set to additive blend.

Lightning hazard should now show for all Players in Online play.

Misc:

Removed some unused objects.

Removed some old/unused code.

Known Issues:

On first startup on Linux build, if user has a keychain set up, it’ll ask for their password. This is probably unavoidable in Ubuntu 14-16 at default security settings.

Hazards now randomly spawn during local matches and when not connected to Twitch. Settings are available in the Custom menu when choosing a Gameplay Style. Defaults to on, and every 20 seconds the game randomly decides whether or not to create a Hazard.

When a Twitch hashtag triggers an event, it will send a message to the Twitch channel saying who triggered it.

Added on-screen notification in the bottom left-hand corner for Twitch connection status if Twitch integration is enabled.Text is still temporary.

Added “Twitch Connect” toggle in Settings menu. Default is off.

#Explode hashtag added. This will cause all exploding barrels on the map to explode. Some changes to the explosion behaviors to support this probably fixed a longstanding rare glitch where explosions wouldn’t show their visuals on-screen when triggering.

#FireShower hashtag added. This will cause meteors to rain from the sky. The visuals for this are incomplete.

Match Camera will now zoom out when a hazard (explode, fireshower, etc) is about to trigger, show a warning message, then trigger the hazard. The camera movement is WIP.

Previously, all Players had to be logged into the same Twitch channel to receive channel hashtags in an Online match. This is no longer required and only the Master Peer (whoever started the game or if they leave, whatever random Player the Master Peer status is assigned to by Photon) has to be connected to the Twitch channel. If other players are connected to the same Twitch channel, they will also receive channel messages but will not trigger any events.

By default, Sombrero can send up to 20 messages every 30 seconds as a channel member. If the game (user: sombrerogame) is made a mod, 100 messages can be sent every 30 seconds. These are limits set by Twitch.

Added News Feed to menu. This pulls in the game news RSS feed from Steam. This feed only shows developer posts.

If a Player is killed with a Projectile, they’ll be pushed in the direction the Projectile was travelling upon death.

Updates:

Replaced explosion sprite animation.

Changes:

Lightning effects now have sprite animation.

Fixes:

Corrected spelling errors.

Platform fall-through should now work online.

Known Issues:

On first startup on Linux build, if user has a keychain set up, it’ll ask for their password. This is probably unavoidable in Ubuntu 14-16 at default security settings.

Added “The Story So Far” menu option. This includes imagery of some of the Trading Cards and each gives background on characters/locations. Some text still needs to be finalized. More will be added over time after the update release.

Added Match Details & Confirm to the Location select menu. The content still needs to be finalized.

Added China Online Play Region.

Updates:

Updated Photon SDK to 4.0.0.7.

Updated design of Location select menu.

Changes:

New static bloom effect now uses Additive blending instead of Screen blending to speed up rendering.

Each character now mostly has its own unique jump/death/grunt sound sets (some sounds are used for multiple characters). There is a 1 in 8 chance that the old film scream will happen for any character’s death. Volume levels still need to be normalized.

Added stab sounds on spike death.

Players can now fall through non-solid platforms – hold jump & left analog down, or jump & d-pad down, or space/right mouse & down arrow or s to trigger. Players should not be able to fall through platforms on the bottom level (eg above spikes).

Added in-game messaging to show current score multiplier in Loot when a Player captures a campfire.

Leaderboards now accessible in-game for each Gameplay style.

Each Leaderboard has 3 display Options: Top 10, Player Ranking, and Friend Ranking.

If a user is not online, they should receive an error message.

If a user is not logged into Steam, they should receive an error message.

Player scoring is now tracked locally between rounds and submitted to Leaderboards at the end of each Match, in addition to each Round, to break up repeating scores in Leaderboards (eg. Deathmatch maxing out at 10 kills).

Added Weapon Drops modifier. If a Player has a Weapon other than the default, they will drop it. If another Player picks it up, they will have the new Weapon with its remaining ammo. It currently defaults to on, and can be disabled in the Customize menu when creating a new Match.

New Giana Sister Characters: Added Nice Maria & Punk Maria.

Updates:

Re-added South Korea & India Online play regions.

Changes:

Join menu now shows both Player/Steam name and Character name in both Local & Online play.

On the Join menu, the Player join HUD now looks different depending upon Local or Online play:

In a Local game, the HUD looks the same.

In an Online game, Player slots for other Players will now show the messages “Waiting” or “Player Joined” instead of the Join/Confirm GUI shown in Local play.

Round & Match Win/Draw/Fail have been updated to show both Player/Steam name and Character name in Local & Online play.

New Characters: Giana Sisters. Character sounds still need to be added.

Added Reaper weapon. When a Reaper projectile is closer to a Player other than the Player it belongs to, it will seek after the closest Player.

Re-added Cannonball weapon.

New Multiplayer Regions: South Korea, India

If a friend in a Player’s Steam friend list has started an Online match and it’s open, it will appear at the top of the Match list and in a different color.

Added Cancel option when Player is connecting to the server after choosing a Stage in Online play.

Updates:

NWjs framework updated to 22.1

Updated Steamworks integration

Added ricochet spark effect to bell collision

More collision poly reduction & optimization

Idol Projectile has been redesigned

Changes:

Changed from overlap check to collision check on Projectile collision with world geometry. This was necessary for bouncing projectiles (Cannonball) to function correctly. This was also how collision was previously but caused issues with collisions registering on world geometry in Online play. Those issues appear have been eliminated after additional work was done to multiplayer code, but please test thoroughly. This does NOT affect collision checks with Players, where it still checks for overlap.

A Tie/Draw check is now done for both Rounds & Matches. Currently if Players are tied with their Round wins at the end of the Match, no Match winner is found – the tiebreaker/showdown mechanics don’t exist yet, I’m still thinking through what those mechanics should be. This change involved touching all of the code related to scoring, to reduce a lot of duplicate functionality and to make the new functionality related to Ties/Draws cleaner to implement/manage. These changes can be tested independent of the tiebreaker mechanics, and because so many systems were touched they can/should be tested prior to tiebreaker mechanic completion – any bugs may result in those mechanics failing. Below is a list of systems that were touched and need re-testing, both locally & online.

Player Scoring HUD updates in all gameplay modes:

LOOT: Loot pickup

LOOT: Cash Drop pickup

DEATHMATCH: Death by projectile/ricochet/explosion/stage hazard

CTFLAG: Flag capture

BANDITOS: Idol time

Declaring Round Winner, including display on HUD

Declaring no Round Winner, including display on HUD

Declaring Round Draw, including display on HUD

Declaring Match Winner, including display on HUD

Declaring no Match Winner, including display on HUD

Declaring Match Draw, including display on HUD (currently same as no Match Winner)

Changes:

Minimum Round Length lowered to 15.

When selecting the Random gameplay style, customization options for every gameplay mode are shown.

Messaging appears at bottom-center of screen during gameplay. The following events will trigger a message:

A Player kills another Player.

A Player kills themselves.

A Player picks up Loot.

A Player picks up Cash.

A Player picks up the Idol.

A Player returns a Flag to their base.

Changes:

Updated the explosion smoke effect.

Reduced the number of Player actions that are cached on the multiplayer server (they weren’t being used for anything).

The Customize Style menu now only displays options relevant to the selected game mode, eg. “Loot Drop” only shows up when Loot is selected, “Kill Count” when Deathmatch is selected, etc.

Powerups are now assigned locally in online play at the same time the update is sent to remote Players when they’re picked up. Previously it was sent to all Players at the same time, including the local player, through the multiplayer server, which on slower connections could cause errors.

Fixes:

Players who did not pick up a Powerup should no longer see their HUD update with the wrong icon.

Known Issues:

The scale and position of some weather effects, like rain & clouds, may not be correct at any resolution other than Native. Please note these in Jira if found.

Character maps should once again load correctly upon returning to the Join Match menu a second time.

Fixed projectiles sometimes not registering a ricochet properly, or ricocheting at the wrong time.

Campfires can be captured again when playing Loot.

Changing the resolution when in Windowed mode now correctly resizes the window up to the current resolution of the monitor. If the resolution set is higher than that of the monitor, it limits the windowed size to this size.

Known Issues:

The scale and position of some weather effects, like rain & clouds, may not be correct at any resolution other than Native. Please note these in Jira if found.

Character & Stage settings files are now encrypted to prevent editing.

Resolution switching added to Options menu.Available options are:

Native: Will render the game at the current screen resolution, whatever resolution that is.

960×540

1280×720

1366×768

1600×900

1920×1080

2240×1260

2560×1440

Updates:

Tweaked platforms on Jones Hill, Monastery stages.

Changes:

Added Film Grain toggle to Options menu.

Depth of Field option has been updated to function correctly based on user settings.

Depth of Field option is now limited to checking for camera changes 8 times a second instead of continuously as the camera moves/zooms. This should improve performance on slower GPUs without any real visible drop in quality.

Changed the way the settings.xml file is written to disk to be more reliable.

Player HUD objects during gameplay are now either not rendered or destroyed when those players don’t exist. Previously they were just setting opacity to 0 which was causing occasional graphical glitches on embedded GPUs during some stages.

Fixes:

The Steam overlay should now render correctly over the black bars that appear at non-16:9 resolutions.

Sliders on the Options menu should no longer appear as if they’re going to a negative value (only occurred sometimes).

Game Paused GUI during a match is now removed when a player returns to the Main Menu.

Known Issues:

The scale and position of some weather effects, like rain & clouds, may not be correct at any resolution other than Native. Please note these in Jira if found.

NEW ARENA: Monasterio de los Muertos!
Battle it out with other Players on this spooky, skull-shaped monastery. The bells cause all projectiles to ricochet, so be careful! If you have Neutral Ricochet turned on in the Match Customization screen, you can take yourself out!

Updates:

More optimization of collision code.

Applied lossless compression to all tile images to load them into memory faster. This slightly reduces arena load time on most PCs. Those running the game from an SSD will see the most improvement (obviously).

Changes:

Changed the spawn location of some Bases in Capture the Flag based on Player feedback.

Respawn circle indicator now starts a little smaller.

Invincibility on respawn is slightly shorter.

Removed a platform from the Southern Ruins stage to open up the center more.

Fixes:

Fixed an issue with the Neutral Ricochet modifier not resetting to “Off” when resetting Match customization options.

Applied lossless compression to all tile images to load them into memory faster. This slightly reduces match join time on most PCs. Those running the game from an SSD will see the most improvement.

Steam nicknames are now displayed in Online play when connected to Steam instead of character names. These names should appear on the Lobby screen and the in-game HUD during Online gameplay.

Added “Armed Respawn” Match customization option. Players won’t be able to fire their weapon until their invincibility has ended upon respawning. “Unarmed” messaging will display if a Player tries to fire while invincible.

Added pulsing visual effect to Power-ups.

Messaging on Player Join screen changed. Title bar now shows match type & stage, with secondary messaging moved to bottom in both Local & Online play.

Added “Armed Respawn” Match customization option. Players won’t be able to fire their weapon until their invincibility has ended upon respawning. “Unarmed” messaging will display if a Player tries to fire while invincible.

Changed from tile-based to object-based collision detection for static platform, ladder, and death volume collision. This should improve performance and reduce CPU usage. This affects platform/ladder/death volume collision on all stages. Breakable platforms are not affected.

Projectile collision effects such as sparks & decals now raytrace their collision vector to provide more accurate placement of the effects.

Small changes to the platform/ladder layout in Clampett’s Hideaway.

Slightly shortened Player Invincibility time.

Removed “Ammo Multiplier” customization option.

Re-added dark area behind Power-ups to make them stand out more.

Re-added Cannon Power-up.

Lowered volume of bell sound.

Fixes:

Updated Southern Ruins tileset to eliminate a few seams between the tiles.

Known Issues:

Projectile collision effects appear in the wrong spot when colliding with bells.

Cannon projectile still gets stuck in platform colliders when overlapping on the ladder.

Added lz-string data compression to Player movement & weapon fire sync data, as well as some larger data sends in Online play. This reduces sync data size by ~50-85% and should help reduce player warping because data can be sent/received faster. Compression/decompression doesn’t seem to be adding any measurable amount of time to send or receive & process data, showing around a 2ms variance (1/8 1 frame).

Changes:

Idol & Powerup pickups now assigned only by the Master Peer to prevent double-triggering.

Changed Projectile data send to reliable to eliminate issues where sometimes Players would be hit by a Projectile they couldn’t see on their local Peer.

Online play now requires at least two Players to start a Match. I haven’t done it in Local play because I’m thinking someone might just want to jump around and practice.

Fixes:

If a Player force-quits on the Room join screen, their Player should be removed.

If a Player force-quits during a Match, their Player should be removed.

Mouse cursor shouldn’t appear in Online play unless the Player is using mouse/keyboard controls.

Player position no longer gets locked on Stage or Match restart if the Player is on a ladder at the end of a Round or Match.

Music plays correctly during a Match and after a Match has been played.

Player can no longer spam the Join button on the Join Room menu.

Quickplay should work correctly.

Quickplay now shows a “Checking Connection…” message when it begins checking the user’s connection to the Online play server.

Quickplay now shows if a Room has been found or if a new Room is being created.

Player GUI status when joining a room should be correct for all Players in Online play – if a Player has confirmed joining the Match, the “Ready!” GUI will show.

Loot drops now trigger a reduction in Player score on all Peers.

Known Issues:

Keyboard/mouse control is not working in Online play – jumping & climbing ladders need to be revised.

Some particle effects aren’t triggering on Peers in online play.

Delete your settings.xml file between play sessions. The issue causing this should be fixed in the next build.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE are confirmed working but require further testing. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

NOTE: Your settings.xml file should be rewritten on first startup. This will hopefully solve the black screen issues – I haven’t been able to recreate it again on my end so I’m hoping this will fix it.

New:

Changes:

Fixes:

Character Maps should be synced on Player join in Online play.

Player GUI status when joining a room should be correct for all Players in Online play – if a Player has confirmed joining the Match, the “Ready!” GUI will show.

Players should now leave an Online Match properly.

Known Issues:

Keyboard/mouse control is not working in Online play – jumping & climbing ladders need to be revised.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE are confirmed working but require further testing. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

NOTE: Your settings.xml file should be rewritten on first startup. This will hopefully solve the black screen issues – I haven’t been able to recreate it again on my end so I’m hoping this will fix it.

New:

Changes:

Merged “Setup” & “Settings” code into one file since they served the same purpose.

Music now fades instead of cutting before the Stage loading screen.

Increase Arrow projectile lifespan.

Fixes:

CTF should be working properly in Online play with 2-4 Players.

If a Player is already holding a Flag in CTF they can no longer pick up dropped Flags.

Flags should reset position when a new Round countdown starts instead of when the countdown ends.

Updated Player Respawn code to more reliably respawn Players.

Updated Player Leave function to remove Player objects & HUD from Online match.

All Player movement vars should now reset when a new Round starts.

Player HUD now shows the correct number of rounds.

Known Issues:

Keyboard/mouse control is not working in Online play – jumping & climbing ladders need to be revised.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced when a Player first joins a Room with other Players in it.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Implemented countdown timers between Rounds/at end of the Match. If the Round timer reaches 0, the next round will start. If the Rematch timer reaches 0, the Players will be returned to the Main menu.

Voting to continue to next Round/Rematch before the timer runs out.

Added interstitial “Leaving Room” screen when leaving a Room.

Changes:

Keyboard/mouse play is working in Local play. Use mouse to aim & shoot, space = jump/a button, ctrl = x, esc = y. In Local play, the keyboard will auto-switch to whatever Player doesn’t have a gamepad assigned based gamepad count. So if there are 2 gamepads, Player 3 is controlled with the keyboard.

Turned off all image compression. It doesn’t affect memory usage in any way (everything is uncompressed in memory upon load), just the space the game takes up, and made the game take a lot longer to export.

Added in-process GPU flag to export. This should fix most issues with the Steam overlay getting stuck on-screen.

Updated Node framework from 17.3 to 17.6. There should be no visible changes, this updates help prevent remote code execution which should be helpful for anti-cheat protection in Online play.

Disabled “Kiosk” mode, so game should now minimize/maximize correctly when in fullscreen.

Updated framework from 17.6b to 17.6 final. This is most likely the final framework update unless any issues are found

Fixes:

CTF should be working properly in Local & Online player with any Player count.

Music & SFX volume defaults updated.

Known Issues:

Keyboard/mouse control is not working in Online play – jumping & climbing ladders need to be revised.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced when a Player first joins a Room with other Players in it.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

SUPER EXTRA ULTRA IMPORTANT INFO FOR ONLINE PLAY
Online play is currently a little precarious if you switch between menus (say, leave a room then try to view the room list) if you go through the menus too quickly – interstitials are needed while the Player client leaves a room & disconnects. If you hang on trying to retrieve the room list in this scenario (or any other, like quickplay) open the console and type “connect” and you’ll connect to the server. Only P1 can current start the next round, or replay a match (this will change) though any Player should be able to leave the Match at any time (it currently leaves behind their Player sprite, but the Player can’t be shot. This will be fixed asap).

New:

Online play is working again.

Keyboard/mouse play is working. Use mouse to aim & shoot, space = jump/a button, ctrl = x, esc = y. In Local play, the keyboard will auto-switch to whatever Player doesn’t have a gamepad assigned based gamepad count. So if there are 2 gamepads, Player 3 is controlled with the keyboard. In Online play, to use keyboard controls the Player must have no gamepads plugged in and the keyboard will always control the local Player regardless of Player count.

Character maps synced in Online play – characters should now show the correct Player character.

If no Matches are found when a Player chooses Quickplay, they will now receive a message that says “Creating New Match” before the game creates one.

Countdown timer between rounds in Online play (no visual yet, but a tick sound should play as it counts down, then starts the next round).

When the Player returns to the Main menu, any Custom Match settings will revert to their default value.

Added available translation text.

Changes:

Removed delay on Main menu interaction – Players can now navigate the menus before the logo animation is complete.

Revised Custom Match settings menu.

Revised Join Match room list menu.

Rounded off randomness in Powerup spawn time to two decimal places.

Fixes:

Character maps are synced when Players join a Match.

Rewrote ladder movement. It should now function properly in Local & Online play.

Customized values now properly reset when the Player had previously set a Custom gameplay mode.

Known Issues:

Keyboard/mouse control is not fully working in Online play – jumping & climbing ladders need to be revised.

CTF is not spawning Bases properly in Online play.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced when a Player first joins a Room with other Players in it.

Join menu buttons appear behind “Ready!” message in online play if Players are set to ready when another Player joins.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Character maps synced in Online play – characters should now show the correct Player character.

Countdown timer between rounds in Online play (no visual yet, but a tick sound should play as it counts down, then starts the next round).

Updates:

Optimized explosion debris effects which were dragging down the framerate.

Framework updated from 14.3 to 17.3 This should bring some general performance improvements.

Changes:

Removed some layer lighting that wasn’t visible and was causing framerate hitches.

Fixes:

Idols can be picked up in local & Online play.

Player respawn location fixed.

CTF should work properly in Online play.

Known Issues:

Ladder movement isn’t functioning properly in Online play. This will be fixed in a build in the next day or two.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced in Online play or when a Player first joins a room with other Players in it.

Join menu buttons appear behind “Ready!” message in online play if Players are set to ready when another Player joins.

Only some Player inputs function correctly during Online play, and only some parts of gameplay are synced. See the chart below for details.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Player will now re-trigger respawn if the previous respawn position is the same. This should (hopefully) fix the occasional respawn failure issue.

Powerups slightly drift up & down.

If Game style is Banditos, the Banditos idol animation will preload to prevent hitch the first time the idol spawns.

Updates:

Changes:

Turned camera shake during explosions back on, as it’s not causing the framerate issues.

Fixes:

Idols can be picked up in local & Online play.

Player respawn location fixed.

Rounds should end properly in Online play.

Known Issues:

Ladder movement isn’t functioning properly in Online play. This will be fixed in a build in the next day or two.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced in Online play or when a Player first joins a room with other Players in it.

Join menu buttons appear behind “Ready!” message in online play if Players are set to ready when another Player joins.

Only some Player inputs function correctly during Online play, and only some parts of gameplay are synced. See the chart below for details.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Game style will now appear with a “*” after it if a Match is using Custom Gameplay settings.

Player will now re-trigger respawn if the previous respawn position is the same. This should (hopefully) fix the occasional respawn failure issue.

Player respawn location is now synced in Online play.

Updates:

Changes:

Player explosion & projectile death merged into single function to reduce duplicate functionality and ease online implementation.

Disabled DOF and camera shake to test if this helps improve framerate during explosions in 4-Player matches.

Fixes:

Removed deletion of particle system that no longer existed, which may have been causing issues with removing fire particles when a Player responds.

Campfires should now capture correctly in Online play.

Custom Gameplay settings should now reset when the Player returns to the Main menu after leaving a Match.

Match start countdown timer now resets properly when all Players aren’t set to ready.

Known Issues:

Ladder movement isn’t functioning properly in Online play. This will be fixed in a build in the next day or two.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced in Online play or when a Player first joins a room with other Players in it.

Join menu buttons appear behind “Ready!” message in online play if Players are set to ready when another Player joins.

Only some Player inputs function correctly during Online play, and only some parts of gameplay are synced. See the chart below for details.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Player death from explosions should function the same in Local & Online play.

SFX now players on Player join menu for Online play when the Player is selecting their character.

Game version will be checked when the Room List is created. If versions don’t match, the Room won’t appear in the list.

Loot Cash drop is now removed when a Round ends.

Idol time is synced when a player drops the Idol to ensure that the time is consistent across all peers.

Updates:

Keyboard navigation should work on all pre-Gameplay menus.

Changes:

Player explosion & projectile death merged into single function to reduce duplicate functionality and ease online implementation.

Altered the way the Join menu countdown timer works to better sync the countdown visually & to ensure peers are less likely to miss countdown updates.

Fixes:

Idol will respawn when Player death is caused by an exploding object.

CTF Bases should spawn properly on all stages.

Known Issues:

Ladder movement isn’t functioning properly in Online play. This will be fixed in a build in the next day or two.

Some SFX aren’t triggering on Peers in online play. If you notice this, please file a bug which lists them.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced in Online play or when a Player first joins a room with other Players in it.

Join menu buttons appear behind “Ready!” message in online play if Players are set to ready when another Player joins.

Only some Player inputs function correctly during Online play, and only some parts of gameplay are synced. See the chart below for details.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Settings are saved to external file. If the file doesn’t exist it’s created at first run (by default, it doesn’t exist).

Weapons can now be fired in Online play. Note that Projectile bounces are NOT synced yet, so Projectiles going out of sync on bounce should be expected behavior.

Updates:

Some Menus revised to standardize layouts.

Engine updated to r234b.

Changes:

Removed inertia when Player input ends on ladder.

Reduced Idol Pickup sync data size in Online play.

Movement only sends whole integer pixel values for X/Y location when in Online play to reduce sync data size.

Weapon fire sends a float angle rounded to two decimal places in local & Online play. This should help increase accuracy for analog sticks with large dead zones and reduces sync data size in Online play.

Separated Weapon reloading from Player input, moved to function to reduce sync data size in Online play.

Simplified & reduced Projectile spawn function calls to reduce sync data size in Online play. A side effect is that for multi-Projectile weapons, the angle of each Projectile is now predictable over a set spread angle.

Flipped Cancel/Confirm on Join Menu for consistency with other Menu layouts.

Removed cigar from The Stranger because rating systems are weird about such things.

Fixes:

Fixed issue with light texture not pasting properly.

Last A/V settings now used on game relaunch.

Audio now resumes if the Player chooses to leave a Match from the Pause screen during a Match.

Banditos Idol pickup/drop should work again in Online play.

Player death/respawn in Online play has been re-enabled.

Holding UP at the top of a Ladder will no longer cause the player to repeatedly send commands in Online play and cause sync issues.

Removed check for non-existent parameter in MenuChange function.

Known Issues:

Movement issues exist in Online play after detaching from a ladder, as well as jumping in front of a ladder when not attached. This will be fixed in a future build.

Some particle effects aren’t triggering on Peers in online play.

Character maps aren’t synced in Online play or when a Player first joins a room with other Players in it.

Join menu buttons appear behind “Ready!” message in online play if Players are set to ready when another Player joins.

Only some Player inputs function correctly during Online play, and only some parts of gameplay are synced. See the chart below for details.

MULTIPLAYER FUNCTIONALITY COMPLETION
Items surrounded by a bubble have been synced in Online play. Items in YELLOW are synced but need testing. Items in BLUE should be solid but should still be tested. Items in GREEN are tested and confirmed complete. Items in GREY do NOT require sync, but it may be added if there’s time.

Steam Overlay now works (Shift-Tab). This brings with it basic DRM, as the game will no longer run (will just show a black screen) unless launched through Steam (or a user-created shortcut generated through Steam).

New functionality added to Console. Type “help” in the Console command line to view available function calls. Available commands will be expanded in future builds.

Changes:

Some projectiles now use a different style of trail that is an echo of the projectile type sprite.

Translation support added to most text. This work is ongoing. Some of the text (like in the Player HUD) will probably be going away in favor of icons for the different gameplay styles.

Player HUD updated to new design. Still requires some tweaking.

Explosion vfx tweaked, and now include additional sprite-based vfx.

Powerup pickup & spawn effects now include sprite-based vfx.

Projectile bounce now includes sprite-based vfx.

Added slight halo around players when they’re against the platform background.

Draft of new Stage added. I wouldn’t spend too much time on QA in this stage yet, it’s still very early on.

Updates:

Most of the fonts have been updated to include extended character sets for Latin-based language support (English, French, German, Italian, Spanish). Additional language support is ongoing. Once the license for Rustler has been purchased, the full character set can be added.

Changes:

Move Player Respawn code to Function.

Added check to make sure Players can’t respawn in the same place if two players are killed at the same time during a single round.

Fixes:

Miscellaneous small tweaks made to make adding online multiplayer easier.

Players can (hopefully) no longer hit both buttons to lock up the game during gameplay. This functionality still needs to be added to the main menus.

There is a known bug in CTF where if a single player joins a match they don’t spawn on the map. This will be fixed in the next build and will prevent the game from starting with less than 2 players. This is a menu functionality issue.

Menu & HUD design is currently in a state of flux. Everything should work but design, placement and font size will be updated in a future build:

New:

Added VFX & SFX when flags are picked up/returned to base.

The location of CTF bases now changes depending on how many players have joined. CTF base locations are semi-randomized within those set locations.

Updates:

Updated projectile trail texture.

Updated Online Connection Check sprite.

Added a new background lighting texture.

Overhauled debug console. Log is now timestamped and can be saved to a text file to supply with bug reports. Functionality is still being added, it doesn’t currently capture everything. Press “~” to bring up the console.

Updated Rustler spritefont used throughout game menus. Removed drop shadow from font and applied as a shader to all text. This should avoid different bits of text having drops shadows of different sizes.

Started alterations for supporting multiple languages. No visible changes, just behind the scenes stuff.

Switched from using collision check to overlap check on Weapon Powerups & Banditos Idol. Game then chooses a random player instance from the overlapping players. This should prevent more the one player from getting the same weapon/two idols.

Jump animation now restarts if player jumps off ladder while already jumping.

Deathmatch scoreboard now correctly tracks player kills again.

Changes:

Modified Arrow projectile origin point

There’s now a bigger difference in jump height between the player tapping or holding the jump button.

As Sombrero gets closer to Beta, more game modes & major features are getting flipped on as bugs are ironed out. This build enables a few major features, including the Deathmatch gameplay style and some of the basic powerups!

New:

Deathmatch gameplay

Powerups! Street Broom (shotgun), TNT & Cannonball currently working!

Updated:

Explosions now reflect the color of the player that caused them, to make it more clear who is eliminating who.

Player movement has been tweaked slightly to increase the speed at which max movement speed is reached. This also means players can turn around faster/change direction faster than was previously possible

Fixed:

Powerup projectiles are now handled correctly and no longer change to the default weapon when a player reverts to the base pistol.

Added first builds for 32 & 64bit Linux. Ubuntu works best, Debian should work as well. If you have the ability to test on Linux Mint please reach out.

Updates:

Stage color palettes have been updated slightly to separate the player characters more from the background on the Jones Hill Cemetery & Southern Ruins stages. Updates to Clampett’s Hideaway color palette coming in the next build.

Clampett’s Hideaway backgrounds updated.

The Southern Ruins backgrounds updated.

Loading stages should be 10-15% faster compared to the last build. Loading speeds will be optimized further in forthcoming builds.

Slightly increased the accuracy of the camera follow behavior to follow player movement faster.

Slightly increased the size of the player characters to make updates coming in future builds easier, namely higher-res character artwork.

Fixes:

Fixed an issue where if the camera didn’t move fast enough a player could go off-screen and fall through the platforms.

Going to start calling the “alpha” a preview. Getting pretty close to official beta (as in feature, but not content-complete).

New:

Added OSX support. Load times may be slow but otherwise everything should work the same as on Windows.

Added access to the Development News Feed. Testers can access it from the main menu.

Finalized Keyboard support. If a player has less than 4 gamepads, the next Player Slot will default to keyboard controls. For example: if the player has no gamepads, Player 1 will default to keyboard controls. If the player has 1 gamepad, Player 2 will default to keyboard controls.